Fail at roling.
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6d894f926f
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@ -294,6 +294,7 @@ func resolve_h_speed(_params :Dictionary) -> Vector2:
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if _params["_base_h_move_speed_modifier"] != 0:
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var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
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#return(Vector2(base_speed, speed_differance))
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## We start at a slower base speed and move upward
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if speed_differance > base_speed:
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return(Vector2(base_speed, speed_differance))
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@ -334,9 +335,6 @@ func resolve_move_direction(_momentum :Vector2,
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return Vector2(horizontal_movement_direction,0)
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func adjust_base_movement():
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pass
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## About to DEPR this one for redesigned one above
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func move_actor_as_desired( x_move_direction_override: float = 0):
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var delta:float = physics_delta
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@ -218,7 +218,8 @@ func _state_process_physics_roll():
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# Force role in facing direction
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# instead of movement direction
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move_actor_as_desired(parent.transform.x.x)
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#move_actor_as_desired(parent.transform.x.x)
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apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x ))
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if !parent.is_on_floor():
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#return fall_state
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@ -11,7 +11,7 @@ timeout_seconds = 0.0
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name = "roll"
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horizontal_speed = 10.0
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horizontal_acceleration = 1.36422e-12
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horizontal_speed_offset = 150.0
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horizontal_speed_offset_acceleration = -150.0
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horizontal_speed_offset = 140.0
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horizontal_speed_offset_acceleration = 150.0
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jerk_factor = 0.0
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animation_sequence = [ "roll" ]
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